Kate Hillyard

(208) 757-0457 · katehilly1212@gmail.com

I am a senior at Boise State University, pursuing a degree in GIMM (Gaming Interactive Mobile Media). My passion lies in game development, where I merge creativity with technology to craft immersive experiences. This portfolio showcases my journey and projects, reflecting my dedication and skills in the field.


Experience

Video Editor and 3D Background Artist

GIMM Works

I cut and edit various animation styles and social-ready clips while building stylized, real-time environments in Blender/Unity. Balancing the role with school, I’m leveling up on team pipelines, asset optimization, and the day-to-day workflow of game production.

September 2025 - Present

Web Accessibility Analyst

Boise State University

While continuing academic studies at Boise State University, currently employed part-time as a Web Accessibility Analyst. Work closely with teammates and supervisors to evaluate and enhance the accessibility of university websites. Key tasks include implementing alt text for images, adjusting HTML headers, editing content in WordPress, and reviewing PDFs, all in collaboration with various campus departments to promote inclusive and user-friendly web experiences.

Novemeber 2024 - October 2025

Union Manager

Boise State University

Balancing academic pursuits at Boise State University concurrently employed in a part-time capacity. Primarily involved in managing event setup and maintenance duties within the Student Union Building, collaboratively working alongside colleagues or working alone to ensure effect and orderly execution of various tasks.

October 2022 - Present

Education

Boise State University

Bachelor of Arts and Sciences
GIMM (Gaming, Interactive, Mobile Media)

GPA: 4.0

August 2022 - May 2026

Thunder Ridge Highschool

Summa Cum Laude

GPA: 4.3

August 2018 - June 2022

Skills

Programming Languages & Tools
Workflow
  • Video Game Design/Development
  • Web Design/Development
  • Graphic Design
  • UI/UX Design

Projects

Websites

CRUD API Demo

A full CRUD web app showcasing RESTful API design, auth, and a clean UI.

  • Stack: HTML, CSS, JavaScript, Node/Express
  • Features: Create/Read/Update/Delete items, validation, responsive UI
Watch Demo Code

Alexa Skill: Plant Care Helper

A voice-first skill that answers plant care questions, reminders, and tips.

  • Platform: Alexa Developer Console
  • Tech: Voice intents, slots, Lambda backend
Code

UI Design

Menu System UI
Menu System UI

A clean, playful, and minimalist UI for Brews & Bloodshed.

App icon for Quantum Entanglement
Quantum Entagnlement Icon

App icon for a collaborative game blending quantum entanglement with a cute love story.

Triathlon Logos
Triathlon Logos

Logos for a triathlon event, designed to convey energy and motion for the teams Meghan Lee Stallions and The Rigorus Rats.

Cyan Swans Logo
Cyan Swans Logo  

Commissioned logo/brand developed for a band stationed in Boise, Cyan Swans.

Brews & Bloodshed Title Screen
Title Screen

Title screen for Brews & Bloodshed, showcasing the game’s style and premise.

Watch Animation
Kindness Kids Daycare Logo
Daycare Logo

A logo devloped for a daycare in St.George that does community outreach called Kindness Kids.

Brain Health Logo
Brain Health Logo

Logo devloped for a VR application that diagnoses alzheimer's disease through scent association tests.

Video Games

Brews & Bloodshed

A 3D first-person barista/murder-mystery simulator. Serve drinks, read suspects, and solve the case.

  • Engine: Unity
  • Role: Game design, systems programming, 3D art
Brews & Bloodshed key art
Watch Gameplay
Cafe interior props
Espresso machine model
Character concept art
  • Dialogue & suspicion system driving branching outcomes
  • Drink crafting with sauces, esspresso shots, and milk variables
  • Interactables with raycast prompts and accessibility toggles

Code

Can the Cowboy Can (Game Jam)

A fast, cheeky jam game built under time pressure (5 days while in school) with playful physics and a can-tossing core loop. Won second place in the game jam "Beyond the Frontier".

  • Engine: Unity
  • Role: Gameplay prototyping, art polish
Play

Set Spike!

Multiplayer volleyball prototype with accessible controller options and AI obsticals.

  • Engine: Unity
  • Role: Game design, systems programming, 3D art
Set & Spike key art
Watch Gameplay
Set and Spike Volleyball assets
Set and spike Level Layout
Accessibility pedal
  • AI seagull that explodes on impact and disrupts game flow.
  • Volleyball rules and serve mechanics.
  • Fine tuned physics and collision detection.
  • Dynamic camera system for optimal viewing angles.
  • Accessibility features for inclusive gameplay.

Code

R.E.A.L.M.S. (WIP)

This project is a VR exploration experience built in Unity and inspired by a Dungeons & Dragons campaign I am currently playing in. I collaborated with my Dungeon Master ( Nic Gutierrez ), who is an illustrator, to recreate the dorm room my character lives in within the Strixhaven setting.

The project challenged me to step outside of my comfort zone. Whatever my DM drew or described, I pushed myself to recreate in 3D regardless of limitations. This meant translating illustrated concepts into optimized real-time assets while preserving the style and personality of the original artwork. I also researched VR comfort and locomotion design to build an experience that minimizes motion sickness and supports natural exploration. The level was designed around those findings, using teleportation movement and carefully placed spatial cues to guide the player through the environment.

  • Engine: Unity VR
  • Role: Level design, 3D modeling, gameplay systems, VR comfort research

Click an image to compare the original illustration with my 3D recreation side by side. Use the refresh icon on the card to preview the back/reference image before opening it.

Bed model recreation Bed illustration reference
Kitchen model recreation Kitchen illustration reference
Set and Spike Volleyball assets
  • Teleportation locomotion system designed to reduce VR motion sickness.
  • Object collection mechanic where players gather items to fill a backpack.
  • Inventory trigger that spawns a key after collecting required objects.
  • Key unlock system that opens a new room of the level.
  • Progression-based exploration leading players to discover the final object.
  • Environmental cues guiding the player through the space naturally.

Brain Health (WIP)

Developed in Unity, this project combines atomizer-based scent release with interactive 2D images to create a diagnostic tool for identifying and associating scents in immersive environments. Designed as an innovative aid for Alzheimer’s research and testing.

My primary role in this project was developing and designing the Node interface (using Figma) to give the client smoother access to the VR application and a more efficient setup process. The system also lets the client add new scents and images, as well as download both the game and the Node package for streamlined reuse. Throughout the project I worked closely with the client to create prototypes that aligned with how students will use the application, ensuring the interface delivered the right information and accurately reflected data coming from the VR experience.


Watch Demo Reel
Brain Health Figma
Brain Health Website

Other

Silicon Sam (WIP)

Silicon Sam is an animated educational video created to help younger audiences understand the internal parts of a computer and how those pieces work together. On this project, I worked as a background artist, developing 3D visual assets and scene elements that supported the video’s fun, clear, and engaging style.

Beyond asset creation, I also gained experience organizing production materials and assisting with video editing in Adobe programs. This project helped me grow not only as a visual artist, but also as a more well-rounded creative collaborator who could contribute to both production workflow and final polish.


Silicon Sam background model 1
Silicon Sam background model 2

Silicon Sam background model 1
Silicon Sam background model 2
  • Created background models and environment visuals to support the educational story.
  • Helped maintain project organization and keep visual assets structured for production.
  • Contributed to editing and polishing the final video using Adobe creative tools.
  • Worked across art, organization, and post-production to help bring the project together.